Play Clockwork

Clockwork – Steampunk Card Battler
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📦 Packs Left: —/90,000 🪙 Gold Packs: 3/week 🗂 Your Cards: 0
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Total artifacts forged: 0

Forge Inventory

Total mechanisms: 0   Unique blueprints: 0

Upgrade Workshop

Armory

The Bazaar

Quests

Boss Foundry

Seasonal Leaderboards

Machinist's Tome

IFirst 10 minutes

Read this first — opening the full game

One purchase turns Clockwork from a demo into the whole game. Buy 10,000 Cogs for $10, then spend them on 5 Cogs packs in the store. That single step permanently unlocks:

Seasonal leaderboards
Your wins start counting towards the season, and ranked players receive free packs twice a month for as long as they play.
Gold packs
Packs bought with the gold you earn in battle, 5,000 gold each, up to three a week. From then on the game keeps paying for itself.

Until it is unlocked you can still sign in, collect the loaner cards, battle and earn gold — but gold has nothing to buy and your wins do not rank. The store shows your progress towards the five packs.

Clockwork is a steampunk auto-battler. You assemble a hero and up to five units, set their order, and the machines settle it themselves.

1
Sign in with Passport
Press the plate at the top of the main menu — it reads Sign In until you connect. Google, Apple or email, no wallet setup and no seed phrase.
2
Take the loaner cards
Fifteen cards, three from every faction, free and permanent for any signed-in player.
3
Build a team and fight
Pick a hero, fill the line under the mana limit, then watch the rounds resolve.
4
Open the gate
10,000 Cogs, five Cogs packs, and the leaderboards and 5,000-gold packs are yours for good.

What you get for free

  • Fifteen loaner cards — Kombot, Rifleman, Militia, Rangoon, Lizzardmen, Troll, Beetle, Cultist, Dark Ranger, Pearl Slinger, Warrior, Ruck Raider, Xin Viper, Haluvian Mortar, Scrapped Automaton.
  • Loaners are always level 1 and obey the battle rules and faction bans like any other card.
  • A loaner disappears from your roster the moment you own the real card — it is replaced, never duplicated.
  • 2,000 starting gold, daily and weekly quests, and 50 gold for every win.
  • Unranked battles for as long as you like. Ranking and gold packs wait behind the one purchase above.

IIPassport & wallet

Immutable Passport is the sign-in. It creates and holds a wallet for you, so you never touch a seed phrase and never pay gas to play.

Connecting

  1. On the main menu, press the identity plate at the top. On a computer it sits at the top left beside the rank gauge; on a phone it spans the top of the screen. Signed out it simply reads Sign In.
  2. Choose Google, Apple or an email address. A wallet is created on first sign-in.
  3. The plate fills in with your name, season rank and wallet address. Tap it again at any time for the address and a Disconnect option. Gold, Cogs, energy and quest progress are now tied to that wallet.

The one-time approval

Before the game can move cards for you — upgrading, transferring, selling in the Bazaar — you approve it once from the approval page. Passport co-signs through its Guardian service, which is why the approval opens as its own page rather than a pop-up. You do this once per wallet and never again.

Worth knowing

  • Same login on any device gives you the same wallet and the same collection.
  • Your cards are real tokens. If you sign in elsewhere with the same account, they are there.
  • Signing out does not destroy anything — the collection lives on-chain, not in the browser.

IIIHow a battle works

You build the team. You do not control the fight. Everything is decided before the first round by what you field and where you put it.

1 + 5
hero and units
20–35
mana, rolled per battle
9
battle rules
50
gold per win

Core rules

  • Leftmost unit is the front line and takes the first damage. Order is the single biggest decision you make.
  • Your hero sets the faction theme and grants a passive bonus to the whole team.
  • One copy of each unit. No stacking the same card.
  • Total mana must stay inside the limit, and the limit is rolled fresh each battle — 20, 25, 30 or 35.
  • Roughly six battles in ten also ban a faction. Fielding cards from more than one faction keeps you playable when the ban lands on your favourite.

The nine battle rules

RegularStandard battle, all unit types allowed. The most common roll by far.
Melee OnlyOnly melee units may be fielded.
Ranged OnlyOnly ranged units may be fielded.
Free For AllMelee units can attack from any position, so the back line stops being safe.
No MagicAll magic attack units are banned.
WeakenAll card abilities are removed. Units fight on base stats only.
No LegendariesAll legendary cards are banned.
Mana Overflow50 mana allowed. Build a massive army.
Summon RushUnits with Summon, and the Haluvian Caravan, summon every round instead of every other round.

Energy

Practice battles against the machine are free. Energy is only spent when the Arena finds you a live opponent. You hold up to 100 and recover 4 an hour, so a full bar is a day of Arena play.

IVCards & factions

The five factions

ClockworkBrass automata. Armour and disciplined ranged fire.
WildBeasts and brutes. Raw health and heavy melee.
OutsidersCultists and things from elsewhere. Magic and attrition.
AtlantisDeep-sea warriors. Sustain and support.
MercenariesGuns for hire. Odd tools and specialists.

Fielding several cards of one faction builds a synergy during the fight. A hero of that faction deepens it, and also grants a flat passive — extra health, armour, speed, or bonus melee or ranged damage.

Reading a card

  • Mana — what it costs against the battle limit.
  • Damage and attack type — melee, ranged or magic. The type decides which rules can bench it.
  • Speed — who swings first in a round.
  • Armor — flat reduction on incoming hits.
  • Health — how long it holds the line.
  • Abilities — the icons along the card. Every one of them is listed in the glossary chapter.

Rarity

Legendary Epic Rare Common — rarity sets how strong a card is, how often it drops, and how many copies a level costs.

Upgrading

Only level 1 copies fuse

This is the rule players get wrong most often, and getting it wrong wastes cards.

  • Two upgraded cards never combine. Two level 2s do not make a level 3. Two level 3s do not make a level 4. No pair of levelled cards will ever fuse, at any rarity.
  • Every upgrade is one card plus level 1 copies. You keep the card you already levelled and feed plain level 1 duplicates into it.
  • The cost climbs steeply. A level 3 common needs far more level 1 copies to reach level 4 than it took to reach level 2 — and level 5 to 6 needs 60 of them.

So the path for a common runs: 8 level 1 copies make a level 2. That level 2, plus 14 more level 1 copies, makes a level 3. That level 3, plus 24 more, makes a level 4. And so on. Your level 1 duplicates are the fuel — never hold them back waiting for a second level 2 that will not help you.

The Workshop shows a progress bar per card counting the level 1 copies you hold against the next step. The table below is the cost of each step in level 1 copies, on top of the card you already own at the level below.

Rarity1 → 22 → 33 → 44 → 55 → 6
Legendary4max level 2
Epic512max level 3
Rare61225max level 4
Common814244060

Every number above is a count of level 1 copies, and every step also consumes the card you hold at the previous level.

What a level buys you

Common2: +1 health · 3: +1 armor · 4: +1 speed · 5: +1 damage · 6: a new ability you choose
Rare2: +1 health, +1 armor · 3: +1 speed, +1 damage · 4: a new ability you choose
Epic2: +1 health, +1 armor, +1 speed · 3: +1 damage
Legendary2: +1 health, +1 armor, +1 speed, +1 damage

Only commons and rares gain an ability at their top level — which is why those are the only cards that need recalibrating when they change hands.

VOwning your cards

Every card you pull from a pack is a real token in your own wallet on Immutable zkEVM. Not an entry in our database — a thing you hold, and can move or sell without asking us.

Loaner or owned

  • Loaners carry a small badge and sit slightly dimmed in your roster. They are free, always level 1, and cannot be upgraded, transferred or sold.
  • Owned cards are minted to your Passport wallet. They can be levelled, transferred, listed in the Bazaar, and they count towards your collection meter.
  • Owning a card removes its loaner from the roster automatically.

The journey

  1. Earn or buy a pack. Cogs packs from the store, or — once the gate is open — gold packs at 5,000 gold, three a week.
  2. Open it. The cards are minted straight to your wallet as you watch the reveal.
  3. Collect duplicates. Every copy is another token; the Workshop turns them into levels.
  4. Do what you like with them. Hold, transfer to a friend, or list them in the Bazaar for IMX.

The technical bit

  • Cards are ERC-1155 tokens on Immutable zkEVM, chain 13371.
  • A card's token ID encodes its level: level 1 of card number 7 is ID 7, level 2 is 107, level 3 is 207, and so on in hundreds.
  • Upgrading burns the copies you spend and mints the higher-level token in their place.
  • You pay no gas. Passport sponsors the transactions.

Transfers and cooldown

You can send any owned card to another wallet, choosing which level to send. The card arrives with a three-day cooldown before the new owner can field it — this is what stops one collection being passed around several accounts to farm the leaderboard.

Recalibration applies to one case only: a max-level common or rare that changed hands. Those levels grant a new ability, and the new owner picks which one — 500 Cogs, chosen once, active in every battle from then on. Every other card is ready to field the moment its cooldown ends.

VIGold, Cogs & energy

Two currencies and one resource. Gold you earn, Cogs you buy, energy you wait for.

Gold

  • 2,000 to start.
  • 50 for every win.
  • Daily and weekly quests pay bonus gold. Dailies reset at midnight, weeklies each Monday.
  • Buys gold packs at 5,000 each, up to three a week, and items in the Armory.

Gold packs stay locked until you have bought five Cogs packs. Until then gold accumulates with nothing to spend it on, which is why most players open the gate early.

Cogs

  • Bought with IMX, Solana through Phantom, or Hive through Keychain. There is no card payment.
  • 10,000 Cogs costs about $10.
  • A Cogs pack is 2,000 Cogs, so 10,000 buys the five that open the gate.
  • Buys the artifacts in the store, Armory equipment, and recalibration at 500.
  • Held server-side against your wallet, so they follow your Passport login.

The gate

Five Cogs packs, bought with Cogs you paid real money for, is the one threshold in the game. Crossing it unlocks the seasonal leaderboards and their free packs twice a month, and unlocks gold packs so that everything you earn in battle can be spent. It is a one-time step and it never resets.

Energy

Shown in the HUD once you sign in. You hold up to 100 and regain 4 an hour whether the game is open or not. Only Arena matches spend it — practice battles, packs, quests and the Bazaar are all free.

VIIThe Bazaar

Player to player, card for IMX. If you have a spare legendary and someone wants it, this is where that happens.

Selling

  1. Pick an owned card and the level you want to sell, then set a price in IMX.
  2. The listing goes live for every player. You keep the card until it sells.
  3. When it sells you receive 95% of the price. The remaining 5% funds the game.
  4. Cancel any listing that has not sold, at any time.

Buying

  • One click. Passport handles the payment and the transfer together — no external wallet, no copying addresses.
  • The card lands in your wallet with a three-day cooldown, the same as a gift transfer.
  • If it is a max-level common or rare, recalibrate it for 500 Cogs after the cooldown to pick its permanent ability. Any other card is ready to field straight away.

Prices are yours to set. Nothing is minted to fill an order — every card in the Bazaar came out of another player's collection.

VIIIArena & seasons

The Arena is where your deck is tested against other collections instead of the machine.

A match

  1. Queue from the Arena. Energy is spent at the moment an opponent is found, not while you wait.
  2. Both players get the same rolled rule, the same mana limit and the same bans. Nobody gets an easier board.
  3. You have a deadline to submit your team. Build it, lock it, and the fight resolves.

Seasons

  • The seasonal leaderboard opens once you have bought five Cogs packs. Before that your wins still earn gold, but they do not rank.
  • Ranked players receive free packs twice a month.
  • Wins accumulate through the season and rank you on the seasonal leaderboard.
  • The top 200 earn rewards, paid out when the season ends.
  • Your own rank and win count sit at the top of the leaderboard screen once you have played.

IXBoss Foundry

One faction boss wakes each week. Study it, build a counter, and break it before Monday.

How it works

  1. A new boss arrives every Monday at 00:00 UTC. The Boss Foundry shows who is next.
  2. Each boss has three tiers: Normal, Heroic and Mythic. Clearing one tier unlocks the next for the rest of the week.
  3. There is no random rule and no faction ban. You see the boss, its minions and its phases before you build, so build to counter it.
  4. Every attempt costs 5 energy, win or lose.

Boss mechanics

  • The boss always holds the front line, with two minions and a hero behind it. You must defeat all of them to win.
  • Phases: when the boss drops below a health threshold it changes, gaining damage, speed, armour or new abilities.
  • Unstoppable: a stun can cost a boss at most one action.
  • When a boss reaches its final phase it reveals its enraged form. On Mythic it is enraged from the very first round.

Rewards

  • Every win pays gold: 200 on Normal, 350 on Heroic, 600 on Mythic.
  • Your first clear of a tier each week pays a bonus: 500 gold on Normal, 1,000 gold on Heroic.
  • Your first Mythic clear each week earns a sealed Core Pack, delivered to your wallet. It needs the same five-pack purchase as the leaderboard, and a limited number are paid out each week.
  • The fastest Mythic clears of the week are listed in the Hall of Fame.
  • Boss wins also earn account XP and boss trophies, including a title for each Mythic boss. See chapter X.

XEngineer profile

Every battle moves your engineer forward. Earn XP, climb fifty ranks, unlock titles and fill your trophy shelf.

Your name

  • Choose your engineer name the first time you log in. It is shown on the leaderboard, in the Boss Hall of Fame, in the Bazaar and in PvP.
  • Names use 3–16 letters, numbers or underscores, and every name is unique.
  • Your first name is free, plus one free change. After that a change costs 1,000 Cogs. Changing only capital letters is always free.
  • To rename, open the profile card on the main menu and choose Change name.

Rank and XP

  • PvE battles give 10 XP for a win and 3 for a loss. PvP gives 20 for a win and 6 for a loss.
  • Boss wins give 25, 40 or 60 XP on Normal, Heroic or Mythic, and 5 for a loss. Your first clear of a tier each week adds a bonus of 50, 100 or 200 XP.
  • There are fifty ranks. The first ones come quickly; the last take real dedication. Your rank badge turns from bronze to brass, steel, gold and finally glowing filament.
  • The XP you earned is shown on the victory and defeat screen after every battle.

Titles

  • Titles unlock at milestone ranks, from Apprentice Tinker to Master of the Clockwork, and from many trophies.
  • Choose which title to show in your Engineer Profile, under Titles. It appears under your name on the main menu.

Trophies

  • Boss trophies: beat each boss on Normal, Heroic and Mythic. Every Mythic clear earns that boss's title, and all five earn Scourge of the Foundry.
  • Combat milestones: battles won, units destroyed, damage dealt, and winning without losing a unit.
  • Collection: packs opened, complete faction sets, every legendary, every card, and every card at max level for True Collector.
  • Supporter: titles for buying 5, 25 and 100 packs.
  • Bazaar: listing, selling and buying cards.
  • Each trophy pays XP once and is yours for good, even if you later sell or trade the cards. Collection, supporter and Bazaar trophies are checked when you open your Engineer Profile.

XIAbility glossary

Every mechanism a card can carry. The icons here are the same ones printed on the cards.